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*1x {{a}} Tank
 
*1x {{a}} Tank
 
*1x {{a}} Gater
 
*1x {{a}} Gater
  +
*2x {{d}} VoS, Or 1x {{d}} VoS and 1x {{Me}} Energy Surge, for a strong spike at the keybosses on level 3.
*2x {{d}} VoS
 
 
* {{any}} Optional supporters for boss room on level 3, choose from:
 
* {{any}} Optional supporters for boss room on level 3, choose from:
 
** {{d}} VoS
 
** {{d}} VoS

Revision as of 04:22, 7 January 2015

Green thumbs up

The PvXwiki community finds this to be an excellent build.

Through the PvX vetting system, it has reached an overall rating in the range from 4.75 to 5.0 and thus qualifies for the highest category of working builds: Great.

This build has been designed for the following use:

   Dungeon Guide This is part of the Dungeon Build series, see Dungeon Guide for all Dungeon builds.  
  EoC This build requires an Essence of Celerity to operate properly.  

A build to clear Rragar's Menagerie in HM with an inexperienced group in ~8 minutes, and an experienced group in ~6 minutes.

Overview

  • 1x Assassin Tank
  • 1x Assassin Gater
  • 2x Dervish VoS, Or 1x Dervish VoS and 1x Mesmer Energy Surge, for a strong spike at the keybosses on level 3.
  • Any Optional supporters for boss room on level 3, choose from:
    • Dervish VoS
    • Paragon Para Shout Supporter
    • Warrior 100b
    • Ranger Glass Arrows
    • Mesmer Energy Surge
    • Assassin Dagger Spiker
    • Elementalist Star Burst
    • Ritualist Buffer
    • Monk Buffer
    • Necromancer Buffer

Tank

You have an additional 3% chance to critical hit. Whenever you critical hit, you get 1 Energy.
 save
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Equipment

  • Full Infiltrator's/Vanguard's or Blessed Insignias
  • Zealous Daggers of Enchanting for energy management
  • Martial Weapon of Enchanting (For running)
  • Shield of Devotion (+10 vs Piercing Damage) (while pulling and for running)
  • Optional high energy staff of enchanting with 20% HSR for running.
  • Longbow of Enchanting to pull with.

Usage

Level 1
After entering level 1, run to the keg station in front of you to the right of the doorway. Wait for the Essence of Celerity to be popped, and then cast SF and SoD before you grab the powder keg and run to the doorway that has to be blasted. By time you drop the keg your SF will almost have run out and is ready to recast. Run in a straight line to the Charr Warden and Death's Charge to him. Wait a split second to be sure the melee charr are close enough to be blinded by Unseen Fury so that your skills won't get interupted. After blinding them, cast Honor and ping it as sign for the team to spike. Recast SF and SoD and run to Rragar and repeat in the same order. Grab the key as soon Rragar drops it, and wait for the Gater to zone to the next level.
Level 2
Run to the key boss room (Rragar). You don't need SF until you cross the bridge after the Fleshreavers are. Don't waste time casting it and thus holding up the rest of the team. After crossing the bridge you meet a group of patrolling chars (ignore the Gater he will run past them alone). Do not aggro the group until the rest of the team is in Ebon Escape range, so you can run into the key boss room as one, and break aggro at the same time. This room has a very narrow spot to break aggro. It can happen that Rragar spawns very close to that spot and thus you cannot break aggro, especially when there are slow people in the team that are too cheap to use a birthday cupcake. Since the Gater has a long route to run to reach the gate, you will have enough time to prepare for tanking Rragar. Try to ball up the foes that are around Rragar so you can kill them all in 1 spike. Grab the key as soon Rragar drops it, and wait for the Gater to zone to the next level.
Level 3
Run to the next shrine (the point where the team splits up). Run to the left side of the room until your aggro bubble almost touches the Fleshreavers and Charr. From that moment cast SF and SoD and run into the corridor behind the collapsing wall (try to not get stuck). If you and the 2 spikers are fast enough, you will easily break aggro before you aggro the next group of Charr Defilers. Recast SF and focus on the foe in front of you that is furthest away on the right side. Death's Charge to him, and run in the key boss room until you are almost at the corner wall to the left side. From this point you turn 180 degrees and start walking backwards, or you will lose aggro and won't be able to make a decent ball off the foes. Cast Shadow of Haste when you are exactly at the corner, than walk backwards to the east corner on the left side at the room until all foes are nicely balled up against that wall between the point where you casted SoH and where you stand. Target the Fleshreaver boss and wait for Death's Charge to be recharged (that is about the moment that the Fleshreaver Hound is close to you). Cast Unseen fury to cancel Shadow of Haste and get warped back to the corner where you casted Shadow of Haste. Try to time Death's Charge on the Fleshreaver boss on the moment he is halfway to the balled group, on his way to you. Cast and ping Honor as a sign for the 2 spikers. Do not move wile you stand in the middle of the ball - if you do move, the group will scatter and the spike will fail. Using a summoning stone is very helpful here, but make sure the summoning stone gets killed as soon as you have collected the key - kill the stone by popping the group of ooze in the southwest corner. This way the Gater will be able to use a summoning stone. Run to the main Boss room and help the Gater kill Rragar and Hidespitter in case he has not already killed them.

Variants

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  • Dwarven Stability Dwarven Stability - instead of Ebon Escape, provides the possibility of being immune to KD + longer stances but increases chance of getting stuck + lowers healing ability.
  • Dark Escape Dark Escape - instead of Shadow of Haste, reduces damage taken but makes tanking on level 3 slower.
  • Sliver Armor Sliver Armor - instead of Death's charge or Unseen Fury (Charr on level 1 + 2 have interrrupts so may hit you if you don't bring Unseen Fury)

Gater

You have an additional 9% chance to critical hit. Whenever you critical hit, you get 2 Energy.
 save
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Equipment

  • Full Infiltrator's/Vanguard's or Blessed Insignias
  • Zealous Daggers of Enchanting for energy management
  • Martial Weapon of Enchanting (For running)
  • Shield of Devotion (+10 vs Piercing Damage)
  • Optional high energy staff of Enchanting with 20% HSR

Usage

  • Your job is to run from Doomlore to Rragars manegerie. Inside the dungeon you run to the gates and wait for the key to get dropped, than you zone. At level 3 you lead the rest of the team that is not part of key boss spike, to the main boss room and tank Rragar and hidespitter.
  • Before taking this job, you have to be sure that you know the way through the dungeon, and have some knowledge about the foes you deal with when you rush past them. This way you know when you do and do not need to use Shadow form. Casting Shadow form at the appropriate moment so you don't get interrupted or stuck is important as the team will be waiting for you.
Level 1
Run to the gate. Cast Shadow Form just before you reach the second shrine near the keg station as a group of Oozes are about to pop-up. Grab a powder keg and run to the right side (fast easy route), not the doorway in front you (slow hard route). You can recast SF while holding the keg as there is a safe spot to recast SF at the doorway you are about to blast away (also your skills will all be recharged since the main team will have killed the Charr Warden).
Level 2
You run ahead alone, You don't need SF until the moment you cross the bridge at the room where the Fleshreavers are. Don't waste time casting it and holding up the rest of the team as you have a long way to run. After cross the bridge you meat a group patrolling chars, from this point you cast SF and SoD. Run until you see the shrine and a passage on the left with a small group foes, target the Charr Defiler, and aggro the melee around him. wait until the melee charr group around you, and then use Death's Charge on the Charr Defiler to jump over the melee charr. That way you won't get stuck in the corridor. Make your way to the next gate, with smart usage of Death's Charge, so as not to get stuck on the melee Charr. The main team will have picked up the key by the time you reach the gate.
Level 3
You could help the key boss spike team by creating a diversion: aggro the foes that are near the keg station and the foes that appear as you reach the collapsing wall. After aggroing them pull them towards the keg station such that the main tank and 2 spikers can run past into the corridor.
When the key boss team pick up the key after they kill the fleshreavers and the 2 Necro bosses, you open the gate to the main boss room and tank Rragar and Hidespitter for the rest of the team.
Death's Charge to Rragar and ping Honor as sign for the rest of the team to start attacking. You don't need to drag Rragar to some spot or hide behind the boulder. Just Death's Charge to Rragar and stop moving. If you move it could cause Hidespitter to flee from the honor ward and avoid a lot of damage.
Kill Rragar first since he has Resurrection Chant.
Using a Summoning stone helps a lot, especially in small teams. If you do use a summoning stone; a melee stone is the best option, since you don't want Rragar to scatter or spam Shatter Hex.

Variants

  • Sundering Weapon Sundering Weapon - instead of Arcane Echo, this can be a strong choice when you go with a small team. Use on the spikers.
  • Weaken Armor Weaken Armor - instead of Arcane Echo.
  • Great Dwarf Weapon Great Dwarf Weapon - instead of Ebon Vanguard Assassin Support

VoS

The energy cost of Dervish enchantments is reduced by 40%.
In PvE, gain +10 armor rating while enchanted.
 save
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Equipment

  • Alternative headpiece with a minor rune of Earth Prayers and a Survivor insignia to swap to for extra health while running.
  • Zealous Scythe of Enchanting and Vampiric Scythe of Enchanting
  • Martial Weapon of Enchanting (For running)
  • Shield of Devotion (+10 vs Piercing Damage)

Variant

  • Whirlwind Attack Whirlwind Attack - instead of Distracting Blow

P/Mo Shout supporter

You gain 2 Energy for each ally affected by one of your Shouts or Chants (maximum 5 Energy).
 save
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Equipment

  • Martial Weapon (For running)
  • Command Shield of Fortitude (+10 vs Piercing Damage)
  • Optional high energy staff

Variants

  • "Go for the Eyes!" "Go for the Eyes!" - Instead "We Shall Return!" or Life Bond when have great trust in the tank and the team.
  • "Find Their Weakness!" "Find Their Weakness!" - Instead "We Shall Return!" or Life Bond when have great trust in the tank and the team.

W 100b

Your attack skills gain 12% armor penetration.
 save
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Equipment

R Glass Arrows

12 + 3 + 1
The energy cost of attack skills, rituals, touch skills and all Ranger skills is reduced by 64%.
 save
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Equipment

  • Extra headpiece and other piece with a rune of minor Expertise and a Survivor insignia to swap to for extra health while running.
  • Radiant insignia's on al pieces and Rune of Attunement
  • Martial Weapon (For running)
  • Shield of Endurance (+10 vs Piercing Damage)
  • Vampiric Flatbow of Charrslaying (+20% damage vs. Charr), +15^50

Variants

  • Winnowing Winnowing - Instead Favorable winds, if there is another ranger in the team who alredy have Favorable Winds.
  • Ebon Battle Standard of Honor Ebon Battle Standard of Honor - Instead Favorable winds if there is another ranger in the team who already have Favorable Winds.

Me Energy Surge

You activate Spells and Signets 43% faster. (No effect for non-Mesmer skills with a cast time less than 2 seconds.)
In PvE, the recharge time of your Mesmer Spells is reduced by 36%.
 save
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Equipment

  • Extra headpiece with a rune of minor Domination magic and a Survivor insignia to swap to for extra health while running.
  • Shield of Fortitude (+10 vs Piercing Damage)
  • 40/40 Domination Magic set
  • Optional high energy staff of enchanting with 20% HSR.

Usage

Remove Shrinking Armor from Rragar with Shatter Delusions before Rragar use Shatter hex on the team.

Variants

  • "You Move Like a Dwarf!" "You Move Like a Dwarf!" - instead of "Finish Him!"

A Dagger spiker

You have an additional 13% chance to critical hit. Whenever you critical hit, you get 3 Energy.
 save
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Equipment

  • Extra headpiece with a rune of minor Dagger Mastery and a Survivor insignia to swap to for extra health while running.
  • Full Infiltrator's/Vanguard's or Blessed Insignias
  • Zealous and Vampiric Charrslayer Daggers (+20% damage vs. Charr, from Jonathan Blunt)
  • Martial Weapon (For running)
  • Shield of Fortitude (+10 vs Piercing Damage)

Variants

  • "Finish Him!" "Finish Him!" - Instead of "You Move Like a Dwarf!"

E/Rt Star Burst

Your maximum Energy is raised by 27.
 save
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Equipment

  • Extra headpiece with a rune of minor Energy Storage and a Survivor insignia to swap to for extra health while running.
  • Shield of Fortitude (+10 vs Piercing Damage)
  • 40/40 Fire Magic set
  • Optional high energy staff of enchanting with 20% HSR.

Usage

  • Precast Fire Attunement, Earthbind, Great Dwarf Weapon and then Glyph of Sacrifice
  • Cast Meteor Shower, and then teleport into the Ebon Battle Standard of Honor so that your Touch range spells have the desired effect.

Variants

  • Ebon Vanguard Assassin Support Ebon Vanguard Assassin Support - Instead of Great Dwarf Weapon. Depending on the number of Melee Chars the team has.

Rt buff support

Creatures you create have 44% more Health, and weapon spells you cast last 44% longer.
 save
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Equipment

  • Extra headpiece with a rune of minor Channeling magic and a Survivor insignia to swap to for extra health while running.
  • Shield of Fortitude (+10 vs Piercing Damage)
  • Martial Weapon (For running)
  • 40/40 Channeling Magic set
  • Optional high energy staff of enchanting with 20% HSR.

Usage

  • Be aware that your spirits can cause foes to scatter, use them smart so they don't pull of aggro from the tank.

Variants

  • Strength of Honor Strength of Honor - Instead of Edge of Extinction
  • Splinter Weapon Splinter Weapon - Cancels out Great Dwarf Weapon, thus losing knock downs but increasing spike damage, talk with the team if bringing it
  • Smite Condition Smite Condition

Mo/R buff support

Your allies are healed for 32 Health whenever you cast Monk spells on them.
 save
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Equipment

  • Extra headpiece with a rune of minor Smiting Prayers and survivor insignia to swap for extra health.
  • Shield of Fortitude (+10 vs Piercing Damage)
  • Martial Weapon (For running)
  • 40/40 Smiting Prayers set
  • Optional high energy staff of enchanting with 20% HSR.

N/Mo buff support

Gain 4 Energy whenever a non-Spirit creature near you dies, up to 3 times every 15 seconds.
 save
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  • Extra headpiece with a rune of minor Blood magic and a survivor insignia to swap to for extra health whilst running.
  • Shield of Fortitude (+10 vs Piercing Damage)
  • Martial Weapon (For running)
  • 40/40 Blood Magic
  • Optional high energy staff of enchanting with 20% HSR.

Usage

  • Only bring this if using a full team. Since most of the damage skills rely on the presence of other team members, this bar becomes more effective with a larger party.

Variants

  • Feast of Corruption Feast of Corruption Change headpiece and attributes to curses
  • Mark of Pain Mark of Pain
  • Barbs Barbs
  • Weaken Armor Weaken Armor

Mainteam usage

  • Pick up the quest from the merchant in Doomlore Shrine.
  • Before leaving the outpost, decide which of the spikers (minimum 1 VoS dervish) will go to kill Flesheater with the tank on level 3 - the rest of the team will go with the gater to kill Rragar and Hidesplitter.
  • Head out into Dalada Uplands, and then south through through Grothmar Wardowns and Sacnoth Valley. You might want to use anti knock-down skills or spam EE when passing through the field of Stone Elementals + Grawl just outside Rragar's Menagerie.
  • Use a Birthday cupcake on all 3 levels so that you will have the maximum movement speed when combined with the Essence of Celerity. Only that way will you be fast enough to break aggro in short distances and not drag all the aggro to the rest of the team and potentially kill your entire team.
  • On level 1 and 2 the whole team - with the exception of the Gater - follows the Tank. Let the tank be at the front so that he takes all the aggro first, that way you do not disturb patrolling foes too soon, which would cause people to get stuck. Be smart with the use of Ebon Escape, so you can jump over groups foes to someone who has already passed that group of foes. That way you won't get stuck or knocked down.
  • When you arrive at the boss points, give the tank time and space to tank. Do not steal his aggro, wait for the tank until he pings Ebon Battle Standard of Honor. From that moment you start the spike. Pick up the key as soon it gets dropped, so that the Gater can open the gate lock and zone, or when at level 3 go into the boss room.

Videos

See also